2,564 Commits over 548 Days - 0.19cph!
Visualise the trigger range of:
Autoturret
Flame Turret
Shotgun Trap
reduce the alpha on the zone material
Fixed issues with HBHF sensor visualisation
Added support for tesla coil
Added support for igniter
Added HBHF sensor range visualisation
Add a menu option to turn on/off drawing range volumes
Boomerang -> jungle_update
- Setup script to allow trails (or any child) to null out rotation on a specific axis
- Stopped Boomerang trail from following the x axis
Detect water hits - handle it like the other projectiles
Stop the boomerang killing itself when getting near the owner player (if they dont have anything out)
Boomerang prefab information
Boomerang -> jungle_update
- Compile errors
- Recalculate bounds
Fixed some weird sticking issues with boomerangs. Explore some sticking behaviour with entities
New icon and inventory effects
- Fixed animation controller forcing exit time on catch
- Implemented some radius on the hit casts (gives some leeway on having to directly hit the target)
Fixed client catch prediction (works well!)
Dump the extrapolation. Implement full clientside pediction instead. Behaving sensible at 150-200ms ping
Disable client predicted catching for now
Way more accurate landing point logic
Client predict catch logic
Add a bit of randomness to the starting rotation on client only (doesnt affect the hit box)
More realistic boomerang rotation! What boomerang only rotates on one axis anyway?
Half boomerang outwards travel distance
cant save thrown boomerang
- Retain Boomerang on hit (lodge it like other projectiles)
- Scrap bunch of left over hatchet stuff on world model
- Setup semi decent LOD values
- Standardise both thrown and world model settings
Fixed bug causing has thrown not to be reset properly (clientside)
Route catch through RPC rather than flags to reduce the back and forth
- Fixed bug locking thrown boomerang from being used again
- Overwritable method on thrown
- Set client thrown flag properly
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Added catching cycle with catching animations to actually catch the boomerang
Way higher client rotation speed
Fixed projectile rotation flipping for a few bezier steps mid way through flight
NRE check on boomerang rayhit get collider material
Fixed seismic senor and electric heater volumes
Attempts to stop boomerang flipping mid way through its flight
Much cleaner move towards. Just update and delta time rather than fixed